
Advertise on podcast: Pixelated Playgrounds
Rating
4.7from
This podcast has
181 episodes
Language
EnglishPublisher
Pixelated PlaygroundsExplicit
No
Date created
2019/03/09
Latest episode
2026/10/15
Average duration
-
Release period
16 days
Description
Taking one game per month (old, new and everything in between) and talking though an in-depth examination of narrative, mechanics, theme, and the interplay between the three.
Unlock Pixelated Playgrounds podcast Email contact info,
Listeners & Audience details
Email contact information
Direct podcast contact details

Listeners
Audience numbers & engagement insights

Audience details
Podcast Insights

Social media
Check Pixelated Playgrounds social media presence
Podcast episodes
Check latest episodes from Pixelated Playgrounds podcast
Persona 3 Reload
2026/10/15
In this episode of Pixelated Playgrounds, Bryan and Josh make the most of the Dark Hour with Persona 3 Reload! Developed and published by Atlus, Persona 3 first arrived on the PlayStation 2 in 2006, the start of the modern Persona era for a franchise rooted in the Shin Megami Tensei series. After a trip through Persona 3 FES and Persona 3 Portable, which added “The Answer” epilogue and a female protagonist route, Reload arrived in 2024 as a full ground-up remake with updated visuals, an overhauled UI, and refined mechanics.
You are the leader of SEES, the Specialized Extracurricular Execution Squad, balancing school days, part-time work, and friendships with nightly trips into Tartarus to fight Shadows. Each full moon brings a Major Arcana boss and another push toward the story’s larger mystery. Persona 3 was Josh’s intro to Persona, while Bryan comes in to complete the modern Persona trilogy. Listen in as we compare Persona 3 to Persona 4 and 5, dig into the ritual of building Social Links, and weigh how the game’s edgier imagery (coffins, guns pointed at your own head to summon a Persona, and a steady theme of self-annihilation) shapes its tone. We’ll go through the SEES roster, from Junpei’s search for purpose to Mitsuru’s burden as heir to the Kirijo Group and the Shinjiro arc, and talk through the Reload additions: extra Linked Episodes with your party, the new Theurgy mechanic, Persona fusion, and the Tartarus climb that slowly uncovers what happened years ago. Along the way we’ll share our favorite S-Links, discuss the music, and the thematically apt progression of the main story arc. So grab your Evoker, mark your calendar, and settle in!
Three Word Reviews:
Bryan - Seize the Day
Josh - Shadows and Moonlight
Wingspan
2026/09/30
In this episode of Pixelated Playgrounds, Bryan and Josh flock to Wingspan! Originally released as a board game in 2019, Wingspan was designed by Elizabeth Hargrave and published by Stonemaier Games, the St. Louis studio behind Viticulture and Scythe. Hargrave built the game after visits to Lake Artemesia near her Maryland home, choosing birds as a theme because, in her words, there were already too many games about castles and space. In 2020, Monster Couch adapted the tabletop hit into a digital version for Windows and Mac, translating its engine-building card game into a lush, birdsong-filled interactive space. Players take on the role of birders assembling a network of wildlife preserves, laying bird cards across forest, grassland, and wetland habitats to rack up the most points over four rounds. What starts as simple card collection quickly becomes layered engine-building: birds already on your mat trigger powers that make later turns in that habitat stronger, so early choices snowball as the game goes on. Listen in as Bryan and Josh talk through Monster Couch's digital presentation (hand-drawn artwork from Ana Maria Martinez Jaramillo, Natalia Rojas, and Beth Sobel, plus bird calls and Cornell Lab-sourced trivia), compare Wingspan to other board game adaptations, and dig into whether a "bird bureaucracy" simulator can really carry the same tension as more traditional game theming. Habitat specialists, bonus-card drafters, and egg-laying completionists all get their say, so grab your binoculars and settle in.
Show Notes:
Bird-Watching Will Blow Your Mind | PTFO
Three Word Reviews:
Bryan - Ornithology and Chill
Josh - Beautiful, Bountiful Birds
Star Fox
2026/09/15
In this episode of Pixelated Playgrounds, Clint and Bryan strap back into the Arwing for Star Fox, Velan Studios' remake of the 1997 N64 classic, released for the Nintendo Switch 2 in June 2026. Velan built the game on their own in-house Viper engine, and it's a studio with real pedigree hiding in its origin story: founders Karthik and Guha Bala previously ran Vicarious Visions (GBA ports, Spider-Man, Tony Hawk, Skylanders) before it was folded into Blizzard, where it went on to work on Call of Duty and Diablo 4. Here, they've taken the original Star Wars-inflected premise, animal mercenaries running trench runs through the Lylat System and rebuilt it with a new art style while keeping the level design, story, and rail-shooter structure fully intact.
We talk through what's changed and what hasn't: the new cutscenes, the recut voice work that gives Fox and Falco a little more edge without losing too many of the iconic one-liners, and how well those three-minute, branching missions fit the Switch's ability to succeed with games that allow for a short, staccato pace. The Arwing still flies exactly like you remember, snappy and arcade-tight, and the mission variety, planet-side runs, all-range dogfights, subs, tanks, memorable boss fights, still hold up. We also dig into where the age shows and why the game keeps pulling us back anyway. It's not an experience that reinvents Star Fox 64 so much as it lovingly restates it, and we get into whether that's exactly the right call.
Three Word Reviews:
Clint - Switch 2 Seller
Bryan - Nostalgia, Locked On
Hades 2
2026/08/30
In this episode Josh and Bryan are talking about Hades II, developed and published by Supergiant Games and released in September 2025 for Windows and Mac, alongside Nintendo Switch and Switch 2, with PlayStation 5 and Xbox Series X/S versions following in April 2026. Picking up after the events of the original Hades, the sequel casts players as Melinoë, Princess of the Underworld, as she trains to take down Chronos, the Titan of Time, and restore her fractured family. Where the first game asked you to escape the Underworld, this one asks you to defend it and the surface world above across two distinct paths, each stacked with new weapons, boons, and a crafting system deep enough to make the Crossroads feel like its own small civilization. With Jen Zee's art, Darren Korb's music, and Greg Kasavin's writing all operating at full strength, Hades II is Supergiant leaning into more of everything that made the original a phenomenon. Join us as we dig into the game's run-based structure, its sprawling cast of gods and companions, the effectiveness of its story, and whether "more" is always the right way to follow up a masterpiece. Death to Chronos!
Three Word Reviews:
Bryan - Compelling, Cluttered Homecoming
Josh - Back for Seconds
007 First Light
2026/08/15
In this episode of Pixelated Playgrounds, Clint and Bryan are strapping in for their first mission with the world's most famous spy, tackling IO Interactive's origin story reboot, 007: First Light. Developed and published by IO Interactive, the studio best known for the modern Hitman trilogy, First Light rewinds Bond's story to age 26, when he's still a hotheaded Royal Navy recruit, voiced and performed by newcomer Patrick Gibson. We were curious to see how much of the Hitman DNA would carry over, and the answer turned out to be a lot, in the best way: sprawling, densely detailed levels built for multiple approaches, whether players want to talk, sneak, or shoot their way through.
Where the game really won us over was in the smaller character beats between the big set pieces, the training compounds, the casinos, the rooftop chases, all of it stitched together by a Bond who's still learning what kind of spy he wants to become. It's not a flawless espionage thriller, and we get into where the pacing and mechanics stumble a bit, but as a reintroduction of 007 to games after a long absence, First Light earns its number. We also talk about what a sequel could build on if IOI gets another shot at Bond.
Three Word Reviews:
Clint - A New Trick
Bryan - Bond Is Back
Titanium Court
2026/07/30
In this episode of Pixelated Playgrounds, Bryan and Josh take the throne in Titanium Court! Developed by New York-based creator AP Thomson and published by Fellow Traveller, Titanium Court is a strategy game that mashes match-3, tower defense, and roguelike mechanics together as you command the eponymous Court in battle against the enemy. Between runs, you retreat home for visual-novel-style story beats, courtier interactions, and a slow unraveling of exactly what this strange, fairy court actually is.
Winner of the Seumas McNally Grand Prize and the Excellence in Design award at this year's Independent Games Festival, Titanium Court has earned a reputation for writing that's genuinely funny without leaning on snark, and for a genre mash-up that is singular rather than derivative. Listen in as Bryan and Josh dig into how the match-3 and tower-defense layers actually talk to each other mechanically, whether the randomness undercuts or reinforces the tactics, and whether this IGF winner lives up to the hype. So grab your keys, you're going home! Eventually. Maybe.
Three Word Reviews:
Bryan - World’s a Stage
Josh - Keeps You Guessing
Show Notes:
Rebecca Valentine’s Interview with AP Thompson for Kotaku
The Roottrees are Dead
2026/07/15
In this episode of Pixelated Playgrounds, Bryan and Josh dig through decades of dirt to reconstruct an American dynasty in The Roottrees are Dead! Originally developed by Jeremy Johnston during Global Game Jam 2023, the game began as a free browser title before being remastered for a full Steam release in January 2025 with hand-drawn illustrations by artist Henning Ludvigsen and expanded content courtesy of developer Robin Ward and studio Evil Trout. In The Roottrees are Dead, a private jet carrying the wealthy Roottree family crashes in 1998, triggering a massive inheritance dispute worth billions. A mysterious client hires the player to verify every legitimate blood descendant, a task that starts as a simple three-sibling family tree and explodes into a five-generation saga spanning 50 relatives and counting.
In the tradition of games like Return of the Obra Dinn and The Curse of the Golden Idol, progress comes through careful reasoning rather than action: discover a clue, search the archives, verify the evidence, and lock in your answer before moving on. The investigation is anchored in Butler County, Pennsylvania, home of the Roottree Candy Company, and the game uses the constraints of '90s internet to deepen the immersion in ways that feel both nostalgic and genuinely clever. So listen in as Bryan and Josh bust out their dial up modems and solve a family mystery in The Roottrees are Dead!
Three Word Reviews:
Bryan - Genealogy as Gossip
Josh - Dialup Era Deductions
Esoteric Ebb
2026/06/30
Video Game book Club by Pixelated Playgrounds covering Esoteric Ebb by Christoffer Bodegård.
Dispatch
2026/06/15
In this episode of Pixelated Playgrounds, Bryan and Josh suit up for Dispatch, the 2025 superhero workplace comedy developed and published by AdHoc Studio, originally released on PlayStation 5 and Windows. Founded by Telltale Games alumni including Michael Choung, Nick Herman, Dennis Lenart, and Pierre Shorette AdHoc brings their episodic storytelling DNA to a story about Robert Robertson, a powerless third-generation hero who, after the destruction of his Mecha Man suit, lands a job as a dispatcher for the Superhero Dispatching Network, managing a team of dysfunctional, reformed villains known as the Z-Team. It's a tale as old as time featuring a group of screw-ups slowly becoming a found family, but Dispatch pulls it off with so much craft and confidence that it feels fresh all over again.
We dig into what makes Dispatch tick as both a game and an interactive series, examining its tight episodic structure, its gorgeous animation, and the way its licensed needle drops lend it the rhythm and credibility of a prestige streaming show. We also talk through the tension at the heart of the experience: this is a game that is, at times, less played than watched, and we explore whether the dispatching mini-game with its spiderweb stat graphs, skill-matching, and ongoing mission storylines does enough to make you feel meaningfully invested in the heroes you're sending into the field. Standout voice performances, particularly Aaron Paul's restrained but surprisingly expressive take on Robert Robertson, and a genuinely well-written ensemble help carry the load. The humor occasionally veers crude or cliché, but that's half the charm. So clock in with Bryan and Josh as we take the call on AdHoc's confident, polished, and wonderfully familiar Dispatch.
Three Word Reviews:
Bryan — Clichés Executed Flawlessly
Josh — Its Super Effective
Death Howl
2026/05/30
In this episode of Pixelated Playgrounds, Bryan and Josh journey through the afterlife in Death Howl! Developed by The Outer Zone and published by 11 Bit Studios, Death Howl is a deckbuilder that merges deliberate exploration, demanding combat, and stark, minimalist storytelling. Set in Mesolithic Scandinavia, the game features a mother named Ro who ventures into the spirit world to reclaim her lost son. Death Howl sets its self apart aesthetically with a rough, impressionistic pixel art and vibey sound design to its layered mechanics and themes. Interestingly its often billed as a “souls-like deckbuilder” a label that originated with the community rather than the developers. As ambiguous as the ‘souls-like’ term can be the game captures the spirit of the genre in meaningful ways: its bonfire-like sacred groves, its tense death mechanics that are both punishing and forgiving, and its constant encouragement to explore every corner for secrets and advantages, among other things.
With tense combat focused on positioning, deckbuilding strategies, and the satisfaction of repeatedly crafting powerful synergies rather than settling into just one, Death Howl also succeeds on a mechanical level. The aesthetics and mechanics all stand in service to a game that is telling a story about death, loss, and what it means to confront sorrow. By blending its aesthetic and mechanical strengths to suit this story, Death Howl leaves a lasting emotional impression. So listen in as we go on a journey worth remembering in Death Howl!
Three Word Reviews:
Josh - Constrained Card Crafter
Bryan - Soulslike, Not Derogatory
Resident Evil Requiem
2026/05/15
In this episode of Pixelated Playgrounds Bryan and Clint are diving into Resident Evil Requiem, and coming at it from two angles: Bryan jumped on board with the series starting at Resident Evil 7, while Clint has been a lifelong devotee. Developed and published by Capcom, the game showcases a studio operating at full strength. We were struck immediately by the visual fidelity and the sound design, which is as tense and reactive as anything in the genre. The story follows FBI analyst Grace Ashcroft and returning series icon Leon S. Kennedy as they investigate deaths tied to Raccoon City, and right away we get a sense of the game’s defining idea: two protagonists, two playstyles, and a deliberate split between survival horror dread and full-throttle action.
Its a novel approach to solving the problem that often causes Survival horror games to fall flat as the player becomes more powerful. Grace’s sections lean into vulnerability, limited resources, puzzle-solving, and slow, nerve-wracking exploration, while Leon’s segments let us cut loose with bigger weapons and chaotic combat. That push and pull gives the game a rhythm we found incredibly compelling, constantly resetting tension and payoff. Resident Evil Requiem doesn’t reinvent the series so much as perfect its modern form, elevated zombie camp executed with precision, and a reminder that Capcom has been quietly mastering this formula for years.
Three Word Reviews:
Clint - Old Meets New
Bryan - Elevated Zombie Camp
Lorelei and the Laser Eyes
2026/04/30
In this episode, Bryan and Josh check into the Hotel Letztes Jahr to discuss Lorelei and the Laser Eyes. Developed by Simogo and published by Annapurna Interactive, the game marks a clear step in the studio’s evolution from mobile hits like Sayonara Wild Hearts toward a slower, more contemplative experience inspired by survival horror and art-house cinema. Following Lorelei Weiss through the hotel’s labyrinthine halls, we dig into its nonlinear progression, dense numerical puzzles, and layered storytelling. From the intricate mansion layout to its striking black, white, and magenta aesthetic (and the unsettling presence of the maze men) the game creates a constant sense of discovery as each puzzle leads to several more.
The conversation also explores the game’s deeper structure and themes, including its puzzle design, the necessity (and chaos) of note-taking, and the friction created by its one-button interface. More than just a puzzle game, Lorelei and the Laser Eyes emerges as a meditation on art itself, particularly the tension between creative expression and commercial pressure. So listen in as we reflect on an experience defined by confusion, discovery, and creeping unease… a discussion that aims to be as thoughtful and layered as the game we’re unpacking.
Three Word Reviews:
Josh - Fractal, Fracture, Forgiveness
Bryan - Puzzles Beget Puzzles
Cairn
2026/04/15
In this episode of Pixelated Playgrounds, Bryan and Clint begin our ascent with Cairn, the 2026 climbing survival game from The Game Bakers. Drawn in by early buzz, we both quickly found ourselves absorbed in its uniquely demanding approach to traversal, one that treats climbing not as spectacle, but as a deliberate, moment-to-moment act of decision-making. At the center of this unexpectedly introspective game is Aava’s ascent of Mount Kami, a journey defined by precise limb placement, resource management, and a constant negotiation between control and chaos. The game’s tactile mechanics balancing grip, stamina, and positioning create an intense gameplay loop that feels both physically and mentally immersive, often pushing players into a near-meditative flow state.
We also talk through Cairn’s effectiveness as a narrative and thematic experience, examining its sparse storytelling and emotionally distant protagonist. Aava’s motivations, her strained relationships, and the ambiguity surrounding whether her climb is driven by ambition, obsession, or something closer to depression kept us guessing. Cairn is a powerful meditation on freedom and control, but the game’s greatest achievement is how it makes the player’s personal journey inseparable from Aava’s, turning every slip, recovery, and decision into a story that feels uniquely your own. So climb up to the existential peaks of Kami with Clint and Bryan as we plot our route through the harrowing journey that is Cairn.
Three Word Reviews:
Clint - Can’t Stop Now
Bryan - Control and Freedom
Donkey Kong 94
2026/03/30
In this episode of Pixelated Playgrounds, Bryan and Josh dive into Donkey Kong (1994) for the Game Boy, a game that begins as a nostalgic homage to the original arcade classic before quickly transforming into something far more ambitious. After briefly revisiting the familiar opening stages from the 1981 Donkey Kong, the hosts explore how the game expands into a sprawling puzzle-platformer with nearly one hundred additional stages across nine distinct worlds. What makes Donkey Kong ’94 unique is Mario’s surprisingly expansive moveset and the game’s inventive level design. From handstands and backflips to wire spins and careful key-carrying mechanics, we examine how the game encourages experimentation and player expression long before such ideas became common in platformers.
Each world introduces new mechanics such as ropes, switches, wind, slippery ice, or environmental puzzles; while intermittent boss encounters with Donkey Kong echo the arcade roots of the series. Its an early expressive platformer and its emphasis on movement mastery and player creativity foreshadows later titles like Super Mario 64. So listen in as we reflect on the legacy of Donkey Kong 94 as a quietly foundational handheld title and a fantastic experience even three decades later.
Three Word Reviews:
Josh - Bingeable Harbinger Platformer
Bryan - Expressive Platformer Blueprint
Show Notes:
90’s advertisement for Donkey Kong 94
Astro Bot
2026/03/09
In this episode Bryan and Clint dive into Astro Bot, the 2024 PlayStation 5 platformer developed by Team Asobi and published by Sony Interactive Entertainment. Building on the foundation of the pack-in hit Astro's Playroom, the studio expands the concept into a full-scale adventure that celebrates three decades of PlayStation history. The guys explore how the game blends inventive platforming, playful level design, and clever uses of the DualSense controller into a tightly paced quest where players rescue lost robots and rebuild their PS5 mothership so the Astro Bots can get their interstellar dance party back on track.
Astro Bot balances nostalgia with accessibility, appealing to longtime gamers while remaining instantly readable for kids and newcomers. Listen in as we revisit the game’s joyful structure, colorful hub worlds, creative abilities, spectacular boss battles, and homage levels inspired by iconic PlayStation franchises like God of War, Horizon Zero Dawn, Uncharted, and Ape Escape. Astro Bot is a rare AAA platformer bursting with wonder, a game that captures the pure joy of play and bridges generations of players through curiosity, creativity, and delight.
Join for the dancing robots, stay for the testimonials from budding, young gamers (AKA Clint’s sons)!
Three Word Reviews:
Clint - Pure Gaming Joy
Bryan - Wide Eyed Wonder
Podcast reviews
Read Pixelated Playgrounds podcast reviews
HoM3 Fanatic 2024/02/21
Thorough Content, Fun Hosts
Excellent Heroes of Might and Magic 3 review from best friends who played this for decades. Lots of fun insight for fans, accessible for people who ne...
ClassicMWK 2023/10/17
Great Discussions!
I am really enjoying all the viewpoints of the hosts of this podcast! Highly recommend this podcast for any video game lover!
Cheevo Addict 2023/08/03
Great pod!
Very conversational! Love the creativity with the three word reviews!
realdave24 2023/01/23
Easy listening
Well-observed critiques and very pleasant hosts make this an easy show to dive into!
gavin weiner 2022/02/10
Good but Botw episode
You just didn’t give breath for the wild enough credit like I know the dungeons are terrible and the bosses aren’t good but the world is full of so mu...
Alba White 2020/10/13
Great listen - good vibes, in depth, and thoughtful
Keep recording!
gocci guy 2020/03/16
Your Pokémon episode
I don’t even know what to say. Also we have had enough iterations of gen one and we don’t need more especially for someone like me who started the se...
game is turrible 2019/11/25
Randomly found this podcast but I love it.
Keep it up!
Podcast sponsorship advertising
Start advertising on Pixelated Playgrounds relevant audience podcasts
You may also like to advertise on these Podcasts

4.689401219
Get Sleepy: Sleep meditation and stories
Slumber Studios

4.79026375
Life is Short with Justin Long
Audible

4.714121350
Bad Friends
Bobby Lee & Andrew Santino

4.7129372
10 to Life
Annie Elise

4.76753464
Criminology
Emash Digital & Mike Ferguson, Mike Morford

4.87523980
The Dr. John Delony Show
Ramsey Network

4.512623668
RedHanded
RedHanded

4.9247931451
Unashamed with the Robertson Family
Tread Lively

4.8224811798
The Andrew Klavan Show
The Daily Wire

4.7278572000
The Matt Walsh Show
The Daily Wire
